That also makes sense. I guess what I am looking for is that this tech demo looks as close as possible to the unreal engine. If one were to start from scratch, what would be the steps to take in order to achieve the same production quality.
Experience, a good eye and technical knowledge of the platform or media to understand benefits and limitations. Portfolios can show you what you need to know if you are not one of those that cannot artistically tell the difference between a Faberge Easter Egg and a hard boiled egg.
I’ve said this many times, but here’s one for the road.
Firstly define “artist”, it’s a bit of a broad field and some are technical / scientific experts as well. If were talking about “meshes” in 3D art, some of the simplest scenes (not far above cubes) have won the OMG graphics awards. Like Koola’s arch viz for example…
What you need to make things look good and / or realistic.
A heavy understanding of colour composition.
In depth knowledge of lighting and PBR.
Deep knowledge of shaders / rendering pipelines.
Decent understanding of post effects and it’s effect on levels.
A good understanding of level design and architecture.
Once you’re familiar with the above, essentially sky’s the limit (performance dependant of course)… Again just for reference below shows how a scene comes together. Finally finishing off with what you could achieve…
Hiring AAA artists + coders is money…or am i wrong ? even if you do it yourself it’s about money, if you have enough, you can spend more time on it, if you don’t, you have to earn some, meaning less time available for the game …
btw i think the BS demo was by paid persons…
but i’d be curious to read your POV tough.